#version 330 core 
layout (location = 0) in vec3 aPos; 
out vec4 VertexColor;

uniform mat4 model;

// 绑定点0
layout (std140) uniform CameraMatrices
{
    mat4 projection;
    mat4 view;
};

void main()
{
    gl_Position = projection * view * model * vec4(aPos ,1.0);
    VertexColor =vec4(1,1,1,1) ;
}